Patch: Grass growth on unused tracks

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Ben_K
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Post by Ben_K »

Brianetta wrote:...If this patch went into the trunk, I'd be looking for a grf with rusty rails rather than weeds.
Have you seen my sheets of sprites so far:
http://www.tt-forums.net/viewtopic.php?p=601032#601032
The first stages are mostly rusty with a few extra weeds around. I was standing at my station the other day and noticed that despite it being a busy-ish line, there were loads of weeds. A lot more than I imagined there would be for a line as busy as it is (Billingshurst station, Victoria to Bognor Regis line I think). I took some pics of it. When I get a chance later, I will upload them to show you.
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Post by Ameecher »

In my experience, rust is brown/orange. Not grey ;)
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Post by Ben_K »

Yeah. The stage 1 sprites I have drawn are brown/orange as well as darker grey. Mild rust still show (at a distance) as a darker grey. :)

As mentioned MANY times now... They are just a quick set for Boekabart to use to start the patch. A new GRF can easily be made for them. Also, if Brian was referring to the .exe that Boekabart made, that uses stage 2 only for its dis-used sprite.
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Post by Brianetta »

The sprites are excellent. It does remain, however, that plant growth and line use are not directly causally related. Minor growth isn't removed by scheduled trains, but by maintenance crews with weedkiller. It is true that an overgrown line is often indicative of disuse, but that's because it's not worth sending guys to spray weedkiller if there are no trains scheduled. Additionally, the growth would have to be removed prior to sending trains over the line if they stand higher than the track top. I haven't seen a track-mounted lawn mower, but it's something that's so cool it ought to exist!
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Ben_K
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Post by Ben_K »

Yeah, I know what you mean about the weeds. I was trying to get a simple 1 look representation. I guess each person has their own idea of what they expect to see.
Ive attached the pics I said I would. This is Billingshurst station in West Sussex. Its not *very* busy, but busy enough to surprise me when I saw these weeds! :)
Brianetta wrote:I haven't seen a track-mounted lawn mower, but it's something that's so cool it ought to exist!
Hmmm... Im getting a sprite idea... ;)
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Post by Juhl »

Brianetta wrote:I haven't seen a track-mounted lawn mower, but it's something that's so cool it ought to exist!
Sounds so cool that I'll have to lay tracks in the garden. Would only be superseded by the airborne lawn mower.
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Post by Ameecher »

Ben_K wrote:Ive attached the pics I said I would. This is Billingshurst station in West Sussex. Its not *very* busy, but busy enough to surprise me when I saw these weeds! :)
The ECML has more weeds than that!
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Post by Mchl »

Brianetta wrote: I haven't seen a track-mounted lawn mower, but it's something that's so cool it ought to exist!
Here's one
And another
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Post by Lordmwa »

Ben_K wrote:This is Billingshurst station in West Sussex
YAY my station havent seen that here before
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Re: Patch: Grass growth on unused tracks

Post by SquireJames »

I would really like this in ChrisIn or the like ( I can't add patches to save my life at the moment)

Perhaps for the worst state (i.e total disuse or abandonment) you could have bridges that are crumbling, and possibly even blocked tunnels. (you'd have to use some sort of track refit button, like the one currently used to upgrade from normal to eletricfied or vice versa, to return the tunnel to working order, which costs almost as much as building a new one naturally)
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Re: Patch: Grass growth on unused tracks

Post by chrissicom »

I really like this patch as well and had planned to add it to ChrisIN at some point, but I was under the impression it's not yet ready but I'll have a look again I might be not up to date.

Edit: Hmmm I have added this patch to the game and instead of grass growing on the tracks there are routemarkers growing on the tracks haha, that looks funny I can tell ya :P :P . I don't understand why though, I didn't get any warnings when patching and there are also no code conflicts?! Maybe someone has an idea :) I assume the problem is with sprites.h or gfxinit.cpp
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Re: Patch: Grass growth on unused tracks

Post by richk67 »

Looking at the code for both routemarkers and oldtracks, they should not conflict, and oldtracks should certainly not point below SPR_FLAGS_BASE. Bit of a mystery that one. Can you post a diff of your combined sprites.h?
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Re: Patch: Grass growth on unused tracks

Post by chrissicom »

This is my sprites diff
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Re: Patch: Grass growth on unused tracks

Post by tydev417 »

Here's another example of grass growth on tracks... (New York City Subway - Atlantic Ave Station, Brooklyn)

1980

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2006

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Re: Patch: Grass growth on unused tracks

Post by DeXteRrBDN »

grf file does not show on my in-game's grf list after copying the file into data folder

does it work with last nightlies?
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Re: Patch: Grass growth on unused tracks

Post by Ben_K »

You need to download the GRF that is on the first post of this thread (I think).
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Re: Patch: Grass growth on unused tracks

Post by Ameecher »

DeXteRrBDN wrote:grf file does not show on my in-game's grf list after copying the file into data folder

does it work with last nightlies?
Have you applied the patch aswell?
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Re: Patch: Grass growth on unused tracks

Post by DeXteRrBDN »

nope :( sorry then :(

I'll wait for chrisIN update :)
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Re: Patch: Grass growth on unused tracks

Post by CMircea »

Why are people always afraid of applying patches?
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Re: Patch: Grass growth on unused tracks

Post by DaleStan »

Because that involves following directions, something that most people seem to be constitutionally incapable of doing.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
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